for (i = prog->firstfreeknownstring;i < prog->numknownstrings;i++)
if (!prog->knownstrings[i])
break;
- s = PRVM_Alloc(bufferlength);
+ s = (char *)PRVM_Alloc(bufferlength);
PRVM_NewKnownString(prog, i, KNOWNSTRINGFLAG_GCMARK, s);
if(prog->leaktest_active)
prog->knownstrings_origin[i] = PRVM_AllocationOrigin(prog);
unsigned int newsize = (taskqueue_state.queue_size + numtasks) * 2;
if (newsize < 1024)
newsize = 1024;
- taskqueue_state.queue_data = Mem_Realloc(zonemempool, taskqueue_state.queue_data, sizeof(*taskqueue_state.queue_data) * newsize);
+ taskqueue_state.queue_data = (taskqueue_task_t **)Mem_Realloc(zonemempool, taskqueue_state.queue_data, sizeof(*taskqueue_state.queue_data) * newsize);
taskqueue_state.queue_size = newsize;
}
for (i = 0; i < numtasks; i++)
void TaskQueue_Task_CheckTasksDone(taskqueue_task_t *t)
{
size_t numtasks = t->i[0];
- taskqueue_task_t *tasks = t->p[0];
+ taskqueue_task_t *tasks = (taskqueue_task_t *)t->p[0];
while (numtasks > 0)
{
// check the last task first as it's usually going to be the last to finish, so we do the least work by checking it first
{
for (j = 0; j <= SDL_CONTROLLER_AXIS_MAX; ++j)
{
- joystate->axis[j] = SDL_GameControllerGetAxis(vid_sdlgamecontroller, j) * (1.0f / 32767.0f);
+ joystate->axis[j] = SDL_GameControllerGetAxis(vid_sdlgamecontroller, (SDL_GameControllerAxis)j) * (1.0f / 32767.0f);
}
for (j = 0; j < SDL_CONTROLLER_BUTTON_MAX; ++j)
- joystate->button[j] = SDL_GameControllerGetButton(vid_sdlgamecontroller, j);
+ joystate->button[j] = SDL_GameControllerGetButton(vid_sdlgamecontroller, (SDL_GameControllerButton)j);
// emulate joy buttons for trigger "axes"
joystate->button[SDL_CONTROLLER_BUTTON_MAX] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
joystate->button[SDL_CONTROLLER_BUTTON_MAX+1] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;